If you’ve ever read any of my random musings on my “dream design”, you may recall running across references to “Awareness” scores in one form or another. One of the challenges I was fighting with (prior to getting buried at the office) was how to effectively convey the needed information about Awareness to the player in order to make it a viable and interesting part of the design.
Fundamentals
In Voyages, the Awareness score is an objective mechanism meant to measure whether the character detects various potential events/stimuli, and in what level of detail. Prevalent examples of situations in existing games/systems that would be analogous might be things like trap detection, secret door detection, listening at doors, detecting hidden/invisible opponents, etc. In Voyages, the intent was to take the concept to a finer level of detail than is usually offered, and give increased control to the player.
In essence, the player is asked to monitor and control up to two related Awareness scores: a “general” score and a “focus” score. The “focus” score applies to whatever specific stimuli the player indicates the character is focusing on: selecting a trap detection technique, for example, would tie the “focus” score to that endeavor, leaving all other stimuli to be compared to the (usually lower) general score instead.
On the other side of the coin, every stimuli is assigned two threshhold ratings: a “detection” rating and a higher “recognition” rating. If the character’s current Awareness exceeds the “detection” rating, the player is notified of the stimuli in general terms (“You hear someone speaking quietly nearby.”) If the ”recognition” rating is exceeded, far greater detail is offered, potentially limited by other knowledge/skills (“You hear a guttural male voice whispering in Orcish, about 40 feet to your left.”)
The intent is to tie this system in to nearly all aspects of the game. For example, attacks in combat include detection and recognition threshholds: an attack must be detected to defend against it, and recognition offers the additional detail of whether the attack will miss despite lack of defensive action.
Interface Issue
The question I’ve been worrying away at for a while is, how best to offer sufficient feedback to the player such that the Awareness mechanic is a viable part of the gameplay?
I wanted to try to avoid using simple status bars, if possible. One idea I was playing around with briefly was the following:

The larger golden circle representing general Awareness, the smaller overlapping golden circle representing focused Awareness. The blue filled circles would represent current score, expanding and contracting based on the character’s actions. Each stimuli would generate the two “open rings” demonstrated in each display (the inner ring being detection, outer ring being recognition), popping in as the stimuli occurred and fading away over a second or two.
In action, it kind of gives off a “radar/sonar” kind of vibe, which seems appropos.
However, plenty of problems as well. Problems with the idea include:
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There can be multiple nearly simultaneous stimuli; displaying 2 rings for each could easily lead to confusion with relatively few events;
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Even with the overlap, this takes up a lot of real estate on the screen: the example is 100×100 pixels;
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There is no obvious way to express changes of scale: a buff that increases potential Awareness significantly, for example, might be difficult to indicate to the player;
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The number of “steps” in value that can be effectively indicated is small (relative to the screen real estate consumed, at least). The larger circle is 80×80, and really only can express 40 discrete “steps” in value as proposed.
One alternative I started to play with was using the same base concept, but using “barbell” lines to indicate stimuli, which would essentially radiate outward from near the center to near the edge, somewhat like hands on a clock. That would increase the number of stimuli that could be displayed simultaneously… if the lines were separated by 22.5 degrees (out of 360, of course), that would give room to display 16 at once (12 if you cut out the overlapped area…)
Anyway, I’m kind of casting about for some original ideas here. Anyone got anything?






4 comments
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January 15, 2008 at 12:38 pm
David
I love this.
I had been wondering before I read this if that was where you were headed, but I had envisioned an entirely different version.
It seems like we were both on the same page to start – for both aural and visual cues, why not let the software determine whether they are displayed. But skip the radar. For visual why not flash the item, or twinkle, or something. If you also want ‘focused awareness’ (recognition), why not have a full blown pop up appear over the item with text.
For audio, I like the red flashes some games use to tell you you’ve been hit and where it’s coming from. Use a different color. You could have actual audio, and also a text option – when you have ‘recognition’ put the words up (left, right, in front, behind) and change the font size depending on distance.
Note that in the case of visual this means the person still has to look around the room. They won’t see things they never face.
January 16, 2008 at 6:03 am
damianov
I definitely would want to use those types of display indicator as well.
The difficulty I have with going to a display indication only, like the flash of light concept, etc., is that I’m shooting for making this a full-fledged gameplay system, and thus (I think) there’s a need for a more detailed feedback mechanism.
The “flash” style of indicator is essentially 1/0, “pass/fail” in nature… which probably would be sufficient for initial detection/non-detection. However, I’m also looking for something that would allow searching and analysis to be more of a process, with shades of gray, and some form of feedback to guide the player to achieve greater detail of information in return for more effort on their part.
It may be an unrealistic goal and/or overkill (even boring, don’t know yet), but I’m looking to experiment with “management of awareness” as a central aspect of this particular design… to tie gameplay tightly to it in various ways. The reasons are numerous: I think it will enable a better “thief” style of play (the basic thief concept being about deception and misdirection), help create a new combat paradigm, create new activities in play, etc.
And thus the issue with “needing” an interface element.
Hope that makes sense… my thanks for the feedback.
January 17, 2008 at 10:35 am
David
I don’t know if you saw – I actually followed this up with a blog post, where I suggested a sort of layered approach to detection. Non-detected would not be displayed, detected could be shown, but not emphasized. You could then crank color saturation, for example, based on how much the object was detected. Then you could go to twinkle, flash &c.
January 18, 2008 at 4:59 am
damianov
A couple of follow-up questions that I’ll stop by your blog and post, prolly this weekend… sorry about the delay, really buried of late.